/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h
SkeletalMesh: The skeletalmesh we want to optimize  LODIndex: The LOD we want to optimize  TextureMask: The texture containing the stripping mask. non black pixel strip triangle, black pixel keep them.  Threshold: The threshold we want when comparing the texture value with zero.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | SkeletalMesh", Meta=(ScriptMethod)) static bool StripLODGeometry ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 LODIndex, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TextureMask, const float Threshold )